Contributors
Saturday, July 26, 2014
Shackled City: ECL 14 Osiris Eloah Elf Generalist Wizard: Entry 33
I can't believe we are alive! Survived, but barely. We now have conformation that the mayor is not who he claims to be. How far does this conspiracy travel within the confines of the town? Who is behind it all? Maybe the most wealthy families in town or the Beholder from the past? Or even a sadistic group of doppelgangers. No matter, I believe we are on the right track and will soon put an end to this madness!
Saturday, July 19, 2014
Shackled City: ECL 13 Osiris Eloah Elf Generalist Wizard: Entry 32
Silence, all around me. What is this sensation I feel? Warmth, like a mothers embrace? No, simply death. The cold dead, hand of the Reaper. But I know it's not my time. Thanks to the faith of the Cleric, it wasn't. With a second chance at life, believe me, I'll make the most of it. Tremble, if you are my enemy!
Monday, July 7, 2014
DM Entry: Shackled City
We left the game on a cliffhanger.
What is the fate and condition of the real Osiris that we all have come to know and love?
While we are on the topic of Osiris, what is the fate of the fake Osiris that we thought we knew? How long has he been the fake Osiris? And who is he really?
The party finds themselves in a cold environment, on a ledge in a now-quiet room where they had only moments ago been fighting against a dracolich. Its bones now littering the unseen depths below the ledge. A dark place where Osiris also lays, his crumpled body shackled in a cage, desiccated, malnutritioned, and otherwise abused. Alive? Its hard to say, but when we last had eyes on him, he was alive.
Within the lingering light provided by some spell cast by Korinth the cleric of Pelor for the battle against the dracolich, metallic glints reflect back from the darkness below. Undoubtedly the dragon's hoard and the cage where the real Osiris' body now lies.
At the last moment of the battle, when dead silence falls upon the area and cloistering darkness threatens to envelop all within the chamber, a single verbal component rings out as the fake Osiris vanishes from sight, no doubt teleporting to some unknown place of safety. With any luck it will be a season and a day before he shows his face (or anyone else's face) around the party again.
Bonus magic item to be discovered within the hoard:
Leave a comment on this blog post describing your idea about the condition/fate of the real Osiris AS WELL AS your thoughts on when the fake Osiris joined the party. If you do, you will have a chance to Dice-Off for a special magic item that lies within the dracolich's hoard. Dice-Off will happen after the hoard is claimed by the party.
What is the fate and condition of the real Osiris that we all have come to know and love?
While we are on the topic of Osiris, what is the fate of the fake Osiris that we thought we knew? How long has he been the fake Osiris? And who is he really?
The party finds themselves in a cold environment, on a ledge in a now-quiet room where they had only moments ago been fighting against a dracolich. Its bones now littering the unseen depths below the ledge. A dark place where Osiris also lays, his crumpled body shackled in a cage, desiccated, malnutritioned, and otherwise abused. Alive? Its hard to say, but when we last had eyes on him, he was alive.
Within the lingering light provided by some spell cast by Korinth the cleric of Pelor for the battle against the dracolich, metallic glints reflect back from the darkness below. Undoubtedly the dragon's hoard and the cage where the real Osiris' body now lies.
At the last moment of the battle, when dead silence falls upon the area and cloistering darkness threatens to envelop all within the chamber, a single verbal component rings out as the fake Osiris vanishes from sight, no doubt teleporting to some unknown place of safety. With any luck it will be a season and a day before he shows his face (or anyone else's face) around the party again.
Bonus magic item to be discovered within the hoard:
Leave a comment on this blog post describing your idea about the condition/fate of the real Osiris AS WELL AS your thoughts on when the fake Osiris joined the party. If you do, you will have a chance to Dice-Off for a special magic item that lies within the dracolich's hoard. Dice-Off will happen after the hoard is claimed by the party.
Wednesday, June 11, 2014
New Race Concept: Athe
Athe (āth); plural: athes
(ā’-thēz): Athes are a form of obligated symbiont, composed of a worm-like
parasite and a humanoid host. It is known as an obligated form of symbiont
because both the parasite and the host entirely depend on each other for
survival. Athe parasites have been known to live a thousand years or more and
often bring a perspective on things otherwise not available to shorter lived
beings. The parasite and host completely share memories and thoughts while they
are joined.
Athe: Parasite without Host |
CR 1
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LN Diminutive Aberration
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Init -4; Senses Blind, Listen +2, Spot +2
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Languages Understands Common,
cannot speak, telepathy with host
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AC 10, touch 10, flat-footed 10
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(Size +4, Dex -4)
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hp 5 (1 HD)
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Immune blindness, electricity of the athe
pool (see Ecology, below), gaze attacks, and effects that rely on sight
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+4 racial bonus on saves against death
effects
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Fort -2, Ref -3, Will +8
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Speed 15 ft, swim 30 ft
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Melee —
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Ranged —
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Space 1 ft; Reach 0 ft
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Base
Attack
+0; Grapple -17
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Abilities Str 1, Dex 3, Con
4, Int 12, Wis 13, Cha 12
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Special
Qualities
Life Affinity, Symbiosis
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Feats Iron Will, Lust for
Life (Will) B
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Skills Concentration +1,
Hide +8, Knowledge (arcana) +6, Spellcraft +6, Swim +7
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Immunity
to Electricity (Ex) The
parasite is immune to the electricity of the athe pool (see the Ecology
section, below). This immunity extends to its current joined host as well.
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Life
Affinity (Ex) A
parasite that is raised from the dead (through the use of raise dead, resurrection, or similar
effects) does not suffer from a loss of a level or point of Constitution.
They also gain a +4 racial bonus on saves against death effects. Additionally,
the parasite gains the Lust for Life feat as a racial bonus feat. When
joined, the benefit of this feat extends to the athe. Life affinity does not
extend to the host.
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Symbiosis
(Ex)
The statistics, above, describe the parasite without the host. Each parasite
can only join with a specific race of humanoid creature as its host. During
character creation, you must choose a specific Humanoid subtype that has a
level adjustment of +0, such as Humanoid (human) or Humanoid (elf). After
this choice is made, it cannot be changed later. The parasite can join with
any creature that matches its chosen subtype and that is not already joined
to another athe parasite.
Each
5th character level must be taken by the host; all other levels
must be taken by the parasite. For quick reference, refer to the chart above.
All class levels of the host and parasite stack with each other, as if
they were one creature with combined class levels. Thus if the host has 1
level of cleric, and the parasite has 4 levels of cleric, they behave as a 5th
level cleric.
While joined in symbiosis, the athe behaves
as a single creature with the following characteristics.
Size: As the host humanoid.
Type: As the parasite, Aberration. It
also has the racial subtype of the host humanoid. Thus an athe with an elf host
would be an Aberration (elf), and still be treated as an elf for all
requirements, but not treated as a humanoid.
Hit Dice and Hit Points: The athe is
considered to be a creature of the combined total Hit Dice of both the host
and the parasite. Likewise, they share a combined total of hit points.
However, use only the host’s Constitution modifier to determine bonus hit
points per Hit Die. If reduced to 0 or fewer current hit points, the host’s
body falls unconscious (or dies, whatever the case may be), but not the
parasite. If the parasite is removed from its host’s body (either because the
host has died or for any other reason), the parasite has current hit points
equal to one-quarter of the athe’s full normal hit points (regardless of any
damage inflicted on the host) but may heal up to its own full normal hit
points through magic or rest, as normal. A parasite without a host uses its own
Hit Dice and its own Constitution modifier to determine bonus hit points per
HD.
Speed: As the host humanoid.
Armor Class: As the host humanoid.
Physical Attacks and Damage: As the host humanoid, using the combined base
attack bonus from both the parasite and the host. All attack rolls use the
Strength or Dexterity of the host, as appropriate to the attack form. Use the
host’s Strength or Dexterity to determine the bonus to damage, as appropriate
to the attack form.
Class Abilities: The athe uses all of
the class features of the classes that it shares, those of the parasite as
well as those of the host.
Base Saves: The athe uses both
the base saves of the host and the base saves of the parasite, combined.
Ability Scores: Use the physical
ability scores (Strength, Dexterity, and Constitution) of the host humanoid.
Use the mental ability scores (Intelligence, Wisdom, and Charisma) of the
parasite. When the character gains an increase to an ability score (at 4th,
8th, 12th, 16th, or 20th level),
the increase is applied to either the host or the parasite, depending on the
ability score chosen. Physical ability score (Strength, Dexterity, and
Constitution) increases are added only to the host, while mental ability
score (Intelligence, Wisdom, and Charisma) increases are added only to the
parasite.
Skills: Use the combined totals of
ranks of both the parasite and the host. Use the better racial skill bonus of
either the host or the parasite, whichever is better in a given situation.
Feats: For each feat slot, the
obligated symbiont uses either the parasite’s or the host’s feat, whichever
is better. These must be chosen immediately after resting at least 8 hours,
and cannot be reselected until you rest for 8 hours again. The host and the
parasite each have to maintain legal feat stacking for itself, but this does
not extend to the athe. Thus, the athe still only has a total number of feats
that it can use equal to a normal creature of its HD. Human-athes enjoy the
bonus feat slot that all humans gain as well.
Alignment: The athe has an alignment
that is one step removed from the host (towards the parasite). If they are
only a step away from each other, use the alignment of the host. This
combined alignment is not considered to be an alignment change for the host,
for the parasite, or for the athe. The athe cannot be True Neutral unless
both the host and the parasite are True Neutral. Refer to the alignment chart
above for quick reference. Thus a Lawful Evil host joined with a Chaotic
Neutral parasite would become a Neutral Evil athe.
Separation: A host that has been
joined to a parasite (as well as a parasite that has been joined to a host)
cannot survive alone more than 96 hours without being rejoined, either back
to their symbiotic partner or joined to a new symbiotic partner. Voluntary
separation can occur, but is emotionally devastating to the host, who will usually
lie in a stupor of depression for days or weeks afterward. Voluntary
separation may only take place if both the host and parasite are willing, and
requires as much time as joining (see below). Some parasites keep harems of
hosts to switch between, as the need requires, with each host having their
own set of class levels. This can be difficult to juggle the limited 96 hours
of separation between large numbers of host bodies. A parasite or host that
has ever been joined dies 96 hours after separation if it has not already
joined again by that time.
Since it lacks appendages and a mouth, a separated parasite has no
physical attacks that it can take and cannot cast spells with Verbal,
Somatic, Material, or Focus components, but it can still perform purely
mental actions, such as spell-like abilities or activating mental magic
items. Warlock athe parasites retain their ability to activate their eldritch blast while separated, for example, although being blind
they have a 50% miss chance since their target has total concealment from
them.
Joining: Joining requires 20 minutes,
during which time both the parasite and the host are helpless. This time is
reduced by 1 minute per total HD of the athe. In the event that the host is
killed, the parasite may be placed onto the bare flesh of a new host of the
appropriate Humanoid subtype, and it will painlessly burrow into the body of
the host about the mid section, leaving the host fatigued afterwards. The
parasite retains all memories of its own, as well as all memories of all of
its previous hosts.
Replacement Hosts: When a host dies,
a new host is required within 96 hours in order to keep the parasite alive.
The parasite sends telepathic emotions of distress to the nearest athe pool
(on the same plane). The athe pool community sends out a replacement host
humanoid as soon as possible, which should arrive within 1d6 days, anywhere
in the world, as long as the parasite is within close proximity to
civilization. This time may be adjusted by the DM for especially remote
areas. If the host is late in arriving, the parasite may join to a humanoid
other than its chosen subtype of humanoid. This is always a temporary
situation because it is poisonous for the temporary host, and only slightly
lengthens the time before death for the parasite. While joined to an
inappropriate humanoid, the parasite gains a Fortitude save each day to avoid
dying after 96 hours (DC 15, +3 per additional day). Meanwhile, the temporary
host suffers 1d4 points of Constitution damage per 24 hours that it remains
joined. This ability score damage cannot be restored through magic or natural
healing until after separation occurs. While joined to a temporary host, the
athe behaves as normal for a joined symbiont, combining and merging
statistics with the host. All temporary hosts count toward the athe’s
lifetime limit of hosts. If the temporary host has more class levels than a
host should for the athe’s character level, the athe is nauseated until
separation occurs.
Lifetime Total Number of Joined Hosts: The total number of different hosts
that a single parasite can join with during its lifetime is 10. It’s common
for a single parasite to live the lifetime of one host until it dies of old
age, and then be joined to a new host, and thus live out several normal humanoid lifetimes.
Athe parasites never suffer the effects of old age (good or bad), and
are considered to be nearly immortal, if not for the limit of 10 hosts.
Magic Item Slots: A separated
parasite has the following magic item slots: Nonhumanoid armor, face, head, 2 rings (on tail), shoulders, throat, torso, and waist; but
lacks the following magic item slots: Arms,
feet, and hands. A joined parasite cannot wear magic items, but all
magic items that affect the host also affect the parasite, but bonuses
granted by the same magic item do not stack for the athe.
Spellcasting and other Effects: All
harmless spells and effects that affect a joined host also affect the
parasite, although any bonuses granted by the spell or effect do not stack
for the athe. All mind-affecting spells and effects affect the athe. A remove disease that affects an athe
instead acts as a slay living spell
on the parasite, and the parasite gains its racial bonus against death
effects in this case. All other spells and effects affect only the host and
not the parasite.
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Skills
The
parasite has a +8 racial bonus on any Swim check to perform some special
action or avoid a hazard. It can always choose to take 10 on a Swim check,
even if distracted or endangered. It can use the run action while swimming,
provided it swims in a straight line. The bonus has been included in the Swim
modifier above.
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Ecology Parasites that have
never joined a host live in pools of electrified water underground. When they
become of age they leave the pool to join with a host for the first time. The
parasite can live for up to 96 hours outside of the pool before joining its first
host. In the event that a host dies, a parasite may or may not re-enter the
pool, but still must find a new host within 96 hours of leaving the previous
host.
Any non-athe that comes into contact with the athe pool takes 10d6
points of electricity damage per round, or 20d6 points of electricity damage
if totally submerged.
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Typical
Physical Characteristics A parasite alone appears as a tear-drop shaped, fleshy
worm the size of a domestic house cat, with no visible eyes, ears, mouth,
nostrils, or any other appendages—not even hair. Even though the parasite
lacks some obvious features, it can still hear as well as a normal human, and
can still taste the environment they exist within (although this may be
suppressed while joined). They are naturally blind and cannot speak or smell.
While joined they often exhibit a special lust for life, taking extra
time to enjoy looking at things, loving to talk, enjoying touching and
manipulating things with their hands, and delighting in all manner of fragrances,
even unpleasant odors, since these are things they cannot experience while
separated.
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Alignment Usually any Neutral.
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Society The name of the athe
derives from the name of the host and the name of the parasite. The first
name is that of the host, while the last name is that of the parasite. Athe
parasite names are normally one or two syllable words, with no double
consonants or blended consonants. Host names are normal for the individual
humanoid subtype race.
Relationships between two individually joined parasites may not
continue if either parasite joins to a different host. This is called
Reassociation and is frowned upon, bringing shame and dishonor upon the two
parasites. For example, the obligated symbiont Sondista Kabak enters a
relationship with Y’nar Halar. At some point the host Sondista dies, and the
parasite Kabak joins with a new host, Berkel. Now at this time, Berkel Kabak
cannot continue or re-enter the relationship with Y’nar Halar, otherwise they
will be participating in Reassociation and new hosts will not be provided to
the guilty parties.
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Typical
Treasure
Standard treasure.
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For
Player Characters
Racial ability modifiers for the parasite: Str -10 (minimum 1), Dex -8
(minimum 1), Con -6 (minimum 1), Int +2, Wis +2, Cha +2. Racial ability
modifiers for the host are normal for the host creature. Roll two separate
sets of ability scores—one for the parasite, one for the host—and assign them
individually to each creature. Each new host gets its own set of rolled
ability scores as well.
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Creature
as Characters
Favored class any and as host. Level adjustment +0.
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Tuesday, June 10, 2014
Update: Aryathan Jiil Feat Compendium.pdf
Two new feats have been discovered within the Ghostwalk web enhancement.
Combine Turning [Divine]
Elfblood [Racial]
These have been added to the Aryathan Jiil Feat Compendium.pdf and uploaded to the google drive.
Combine Turning [Divine]
Elfblood [Racial]
These have been added to the Aryathan Jiil Feat Compendium.pdf and uploaded to the google drive.
Saturday, May 31, 2014
ECL 13 Osiris Eloah Elf Generalist Wizard: Entry 31
So is this how it's going to end? This is how the mightiest of Wizards Osiris Eloah meets Boccob and Corellon Larethian? Will I be remembered as a hero that helped save the town and return the kidnapped children back to their homes? One of a small group that defeated a evil vampire underneath the city? Or even as a hero that helped restore the balance back to Occipitus? No, more than likely I will be known as a traitor by the ones thats matter most, those I consider my friends!
Saturday, May 24, 2014
Shackled City: ECL 12 Osiris Eloah Elf Generalist Wizard: Entry 30
I can't believe it, The wizard defeated, and so easily! Now to clear up some loose ends. So far everything is going as planned, in fact better then even I could have imagined.
Saturday, May 17, 2014
DM Entry: New Spells: Unsummon Monster I - IX
I have created a new series of spells, called unsummon monster I, II, III, IV, V, VI, VII, VIII, and IX.
Basically, its like a dispel magic spell that only targets creatures summoned by summon monster or summon nature's ally spells, or by spell-like abilities that follow the same sort of naming pattern, such as a babau's summon tanar'ri spell-like ability, as long as the spell-like ability lists a spell-level equivalent.
Because it is limited in scope compared to dispel magic you also add the spell level to the dispel check. However the DC also improves by a number equal to its own spell level.
These have been added to the Aryathan Jiil Libram of Magic III.pdf and uploaded to the google drive.
Basically, its like a dispel magic spell that only targets creatures summoned by summon monster or summon nature's ally spells, or by spell-like abilities that follow the same sort of naming pattern, such as a babau's summon tanar'ri spell-like ability, as long as the spell-like ability lists a spell-level equivalent.
Because it is limited in scope compared to dispel magic you also add the spell level to the dispel check. However the DC also improves by a number equal to its own spell level.
These have been added to the Aryathan Jiil Libram of Magic III.pdf and uploaded to the google drive.
Saturday, May 10, 2014
Shackled City: ECL 12 Osiris Eloah Elf Generalist Wizard: Entry 29
As we continue to transverse the dangerous terrain, I can't help but feel I've been here before. I feel a slight tingle go my spin and even though I don't know how everything will play out in the near future, I do know it will be very entertaining!
Saturday, May 3, 2014
DM Entry: Replacement PCs proposed addendum "DM Pick"
I have an idea to add to our current replacement PC formula, but I thought I might run it past everyone to get opinions about it.
In addition to our replacement PC formula, I propose adding the "DM pick." The DM would choose a class of his choice (a single class) and lay it on the table. If the player making the replacement PC chooses that class, it comes in at +1 level. The DM pick has to be a base class, and if chosen, at least half of your base class levels have to be that class. If you choose the DM pick, you can still use other base classes and prestige classes as normal. The DM picked class will be known before you have to choose to take the DM pick or not.
If we all like this idea, we will start with Xerxes' replacement. The DM pick for this replacement is Paladin from the Player's Handbook (with our house rules for paladins, of course).
In addition to our replacement PC formula, I propose adding the "DM pick." The DM would choose a class of his choice (a single class) and lay it on the table. If the player making the replacement PC chooses that class, it comes in at +1 level. The DM pick has to be a base class, and if chosen, at least half of your base class levels have to be that class. If you choose the DM pick, you can still use other base classes and prestige classes as normal. The DM picked class will be known before you have to choose to take the DM pick or not.
If we all like this idea, we will start with Xerxes' replacement. The DM pick for this replacement is Paladin from the Player's Handbook (with our house rules for paladins, of course).
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